Latest subclass I made, a Witch themed Druid. Took inspiration from a few different designs I'd seen and focused on abilities to curse(apply debuffs) enemies, manipulate/control people, spy on things from a distance, and of course fly. Take a look and let me know what you think. Especially if you play it and test it out.
The definition of a witch changes from culture to culture, but is almost always associated female spellcasters and used as a derogatory term. The range of responsibilities of a witch in each culture are also varied: midwife, healer, councilor, consort, fortune teller.
One thing has always rang true of witches throughout all stories though. Her power was a thing to be respected... and feared.
Circle of Witchcraft Spells
Your magic extends past the land and into planes and powers beyond. As such you have a number of spells available that other druids could only dream of.
When you reach a Druid level specified in the Circle of Witchcraft Spells table, you thereafter always have the listed spells prepared.
As a Bonus Action, you can expend a use of your Wild Shape to brand a creature with the mark of your coven, forcing them to make a Wisdom Saving Throw against your Spell Save DC or suffer an effect of your choice from those listed below. You may only have one creature branded at a time, but may expend additional Wild Shape charges to attempt to add more effects on subsequent turns. An effected creature makes a Saving Throw at the end of their next turn, removing all effects on a success. The effects you may choose from are:
While marked, the target has their movement speed cut in half.
While marked, the target has disadvantage on attack rolls against you.
While marked, the target can not regain hit points.
While marked, the target can not benefit from advantage on saving throws.
While marked, the target's vision is limited to 30 feet.
While marked, the target is unable to take Reactions.
Witch's Forms and Familiars
As part of your study of witchcraft you lose the ability to Wild Shape into the higher forms other druids can but can shift into your preferred forms at will and for no cost.
Your maximum CR for Wild Shape is 1/4th and does not increase, however you can Wild Shape into a CR 0 creature without expending a Wild Shape charge. You may also change into a CR 0 creature with a Fly speed starting at level 6.
Additionally whenever you use your Wild Companion feature the summoned familiar last until it is either dispelled or destroyed.
Instill With Flight
Starting at 6th level you have learned the most ancient of witchly traditions, the ability to grant flight. You may now imbue a broom, staff, or branch with the power of flight. It retains any magic prosperities it already had but now also functions as a Broom of Flying. This feature only works for you and you may only have one item instilled with the power of flight at a time. This ritual of enchantment takes one hour to cast and either 500gp in material costs or to be cast upon an already magical item.
Vindictive Nature
Those who practice witchcraft are not known to suffer slights, no matter how small. Starting at 10th level, you may cast Hex as a Reaction whenever a creature makes an attack roll against you or forces you to make a saving throw, without the cost of a spell slot. You may cast the spell this way a number of times equal to your Proficiency Bonus, regaining all uses after a Long Rest. Additionally you may maintain Concentration on Hex even while casting it on other targets, but must make all Concentration checks to maintain the spell at disadvantage.
Evil Eye
Starting at 14th level you can call the gaze of the coven upon those you wish. Once a day you can use an action to conjure a great eye at a point you see within 120 feet, each creature you choose within a 30-foot radius of that point must make a Wisdom Saving Throw against your Spell Save DC or take 4d8 Psychic damage and become frightened of the eye. A creature frightened by the eye has disadvantage on Saving Throws for spells or abilities you use. A creature that makes the save or is immune to frightened takes half as much damage and is not frightened. The eye remains in place for 1 minute and you can use a Bonus Action on subsequent turns to repeat this effect.
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Latest subclass I made, a Witch themed Druid. Took inspiration from a few different designs I'd seen and focused on abilities to curse(apply debuffs) enemies, manipulate/control people, spy on things from a distance, and of course fly. Take a look and let me know what you think. Especially if you play it and test it out.
The definition of a witch changes from culture to culture, but is almost always associated female spellcasters and used as a derogatory term. The range of responsibilities of a witch in each culture are also varied: midwife, healer, councilor, consort, fortune teller.
One thing has always rang true of witches throughout all stories though. Her power was a thing to be respected... and feared.
Circle of Witchcraft Spells
Your magic extends past the land and into planes and powers beyond. As such you have a number of spells available that other druids could only dream of.
When you reach a Druid level specified in the Circle of Witchcraft Spells table, you thereafter always have the listed spells prepared.
Circle of Witchcraft Spells
Mark of the Coven
As a Bonus Action, you can expend a use of your Wild Shape to brand a creature with the mark of your coven, forcing them to make a Wisdom Saving Throw against your Spell Save DC or suffer an effect of your choice from those listed below. You may only have one creature branded at a time, but may expend additional Wild Shape charges to attempt to add more effects on subsequent turns. An effected creature makes a Saving Throw at the end of their next turn, removing all effects on a success. The effects you may choose from are:
Witch's Forms and Familiars
As part of your study of witchcraft you lose the ability to Wild Shape into the higher forms other druids can but can shift into your preferred forms at will and for no cost.
Your maximum CR for Wild Shape is 1/4th and does not increase, however you can Wild Shape into a CR 0 creature without expending a Wild Shape charge. You may also change into a CR 0 creature with a Fly speed starting at level 6.
Additionally whenever you use your Wild Companion feature the summoned familiar last until it is either dispelled or destroyed.
Instill With Flight
Starting at 6th level you have learned the most ancient of witchly traditions, the ability to grant flight. You may now imbue a broom, staff, or branch with the power of flight. It retains any magic prosperities it already had but now also functions as a Broom of Flying. This feature only works for you and you may only have one item instilled with the power of flight at a time. This ritual of enchantment takes one hour to cast and either 500gp in material costs or to be cast upon an already magical item.
Vindictive Nature
Those who practice witchcraft are not known to suffer slights, no matter how small. Starting at 10th level, you may cast Hex as a Reaction whenever a creature makes an attack roll against you or forces you to make a saving throw, without the cost of a spell slot. You may cast the spell this way a number of times equal to your Proficiency Bonus, regaining all uses after a Long Rest. Additionally you may maintain Concentration on Hex even while casting it on other targets, but must make all Concentration checks to maintain the spell at disadvantage.
Evil Eye
Starting at 14th level you can call the gaze of the coven upon those you wish. Once a day you can use an action to conjure a great eye at a point you see within 120 feet, each creature you choose within a 30-foot radius of that point must make a Wisdom Saving Throw against your Spell Save DC or take 4d8 Psychic damage and become frightened of the eye. A creature frightened by the eye has disadvantage on Saving Throws for spells or abilities you use. A creature that makes the save or is immune to frightened takes half as much damage and is not frightened. The eye remains in place for 1 minute and you can use a Bonus Action on subsequent turns to repeat this effect.